Re: Help with VAOs

Mads Ipsen <[email protected]> Thu, 12 Feb 2015 07:52:17 +0100
Newsgroups gmane.comp.python.opengl.user
Message-ID <[email protected]>
This tutorial/sample initially got me going:

http://www.lighthouse3d.com/cg-topics/code-samples/opengl-3-3-glsl-1-5-samp=
le/

On 27/01/15 21:36, Johannes Bauer wrote:
> Hello list,
>
> I'm trying to store objects (currently only vertices) on the graphics
> card so that I can avoid lots of:
>
> glBegin()
> glVertex(...)
> [...]
> glEnd()
>
> I've tried lots and lots of code now (none of which fully did what I
> wanted) and really am losing my mind soon :-( I could adapt this to work
> with my code:
>
> https://gist.github.com/MorganBorman/4243336
>
> And it does work, but when integrated in my 3D environment I noticed
> that the drawn objects are not rendered perspectively, but just a flat
> object.
>
> I'm looking for the easiest way to dump a bunch of vertices onto the
> graphics card and later reference those vertices to draw some object and
> have it render as if I had used glBegin(), glVertex(), glEnd(). Is this
> possible at all? Which approach should I look into?
>
> In general I've seen two different approaches, one that involes (usually
> super-primitive) shaders, others do not. I do not see why I would need a
> custom-shader for this task, is this really necessary?
>
> My goal ultimately is to store surfaces (i.e. vertices, their normals,
> their texture UV coordinates) on the graphics card.
>
> Any help is greatly appreciated,
> Johannes
>
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| Mads Ipsen                                                          |
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Dive into the World of Parallel Programming. The Go Parallel Website,
sponsored by Intel and developed in partnership with Slashdot Media, is your
hub for all things parallel software development, from weekly thought
leadership blogs to news, videos, case studies, tutorials and more. Take a
look and join the conversation now. http://goparallel.sourceforge.net/
_______________________________________________
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